new directories and documentation

* added doc/, doc/man/ and utils/
* moved man-pages to doc/man/
* updated Makefile for above change
* moved slacknoth to utils/
* added random_map.pl (by Cowboy) to utils/
This commit is contained in:
Pauli Manninen 2003-11-17 07:40:53 +00:00
parent e49dc19967
commit a8eeb41be1
5 changed files with 521 additions and 2 deletions

View file

@ -43,7 +43,7 @@ install:
mkdir -p $(DESTDIR)/games
cp -p wesnoth $(DESTDIR)/games
mkdir -p $(DESTDIR)/share/man/man6
cp -p wesnoth.6 $(DESTDIR)/share/man/man6
cp -p doc/man/wesnoth.6 $(DESTDIR)/share/man/man6
mkdir -p $(DESTDIR)/share/pixmaps
# data
mkdir -p $(DATADIR)/share/games/wesnoth-data
@ -52,4 +52,4 @@ install:
mkdir -p $(SERVDIR)/games
cp -p src/server/wesnothd $(SERVDIR)/games
mkdir -p $(SERVDIR)/share/man/man6
cp -p wesnothd.6 $(SERVDIR)/share/man/man6
cp -p doc/man/wesnothd.6 $(SERVDIR)/share/man/man6

519
utils/random_map.pl Executable file
View file

@ -0,0 +1,519 @@
# Random map generator for wesnoth
#
# Copyright 2003 J.R. Blain
# Released under the gnu gpl v2 or later.
#
# Todo: Insert proper gpl notice here.
#
# todo: make town/castle placeement algorithm a little better.
# currently it decides if it can placec one by checking
# the max distance in each direction, it won't take into account
# something like
#
# txxxxx
# xxtxxx
#
# since they aren't totaly in-line.
#
# todo: clean it up some, add some comments, make it produce
# WML for the map, some form of interface (perl-gtk?) to allow
# setting map parameters.
# Reorganize settings variables to make more sense, remove
# unused crap.
# Add river/road support.
#
use strict;
use warnings;
use List::Util qw( shuffle );
use POSIX qw( ceil );
# params:
# width, height, players
use vars qw( $PARAMS $MAP $NUMBERS $DIRMAP $SQUARES );
$NUMBERS = {
terrain => {
forests => {
percent => 25,
type => 'f',
mod => 'round',
},
mountains => {
percent => 10,
type => 'm',
mod => 'round',
},
deserts => {
percent => 10,
type => 'd',
mod => 'round',
},
shallows => {
percent => 10,
type => 'c',
mod => 'round',
},
hills => {
percent => 10,
type => 'h',
mod => 'round',
},
},
towns => {
squares_per_town => 7 * 7, # 1 town in this many squares.
min_town_distance => 4, # at least 3 squares from another town.
type => 't',
},
players => {
count => 8,
preferred_distance => 30,
decrement_unit => 5,
},
};
$PARAMS = {
width => 64,
height => 64,
players => 0,
base_type => 'g' # fill any remaining map spots with this type.
};
# not used yet, thoughts for the future.
$SQUARES = {
m => {
passable => 0,
},
C => {
passable => 1,
},
d => {
passable => 1,
},
c => {
passable => 1,
pass_types => {
R => 'b', # if crossing a river, use a bridge
}
},
s => {
passable => 0,
},
g => {
passable => 1,
},
R => {
passable => 1,
pass_types => {
c => 'b', # water + roads make bridges
}
}
};
$DIRMAP = {
0 => { 7 => 1, 0 => 1, 1 => 1 },
1 => { 0 => 1, 1 => 1, 2 => 1 },
2 => { 1 => 1, 2 => 1, 3 => 1 },
3 => { 2 => 1, 3 => 1, 4 => 1 },
4 => { 3 => 1, 4 => 1, 5 => 1 },
5 => { 4 => 1, 5 => 1, 6 => 1 },
6 => { 5 => 1, 6 => 1, 7 => 1 },
7 => { 6 => 1, 7 => 1, 0 => 1 },
};
#
# Terrain types:
# d => desert
# R => road
# g => grass
# m => mountains
# f => forests
# c => coast (or river)
# the map is a 2 dimensional grid.
#
# 0123456
# 0 y
# 1 X yy
# 2 X
# 3
# 4
# 5
$MAP = [];
generate_base_map();
add_terrain();
fill_map();
level_terrain();
level_terrain();
add_towns();
add_castles();
print_map();
sub add_terrain {
foreach my $key (keys %{ $NUMBERS->{terrain} }) {
if ($NUMBERS->{terrain}->{$key}->{mod} eq 'round') {
my $x = 0;
my ($counts,$avg_size) = _get_min_max_sizes($key);
while ($x < $counts) {
place_round(
int(rand(@{ $MAP })),
int(rand(@{ $MAP->[0] })),
$avg_size,
$NUMBERS->{terrain}->{$key}->{type});
++$x;
}
}
}
}
sub add_towns {
my $towns = ceil(($PARAMS->{height} * $PARAMS->{width}) / $NUMBERS->{towns}->{squares_per_town});
my $x = 1;
while ($x <= $towns) {
my $y = 1;
# 200 tries to place a town.
while ($y <= 200) {
my $plx = int(rand(@{ $MAP }));
my $ply = int(rand(@{ $MAP->[0] }));
if (
_town_ok_to_place (
$plx,
$ply,
$NUMBERS->{towns}->{type},
$NUMBERS->{towns}->{min_town_distance}
)
) {
$MAP->[$plx]->[$ply] = $NUMBERS->{towns}->{type};
$y = 200; # will exit us from the loop here.
}
++$y;
}
++$x;
}
}
sub add_castles {
my $castle_count = $NUMBERS->{players}->{count};
my $x = 1;
while ($x <= $castle_count) {
my $cur_distance = $NUMBERS->{players}->{preferred_distance};
my $done = 0;
while ($cur_distance > 0 && !$done) {
my $y = 1;
# 200 tries to place a castle.
while ($y <= 200) {
my $plx = int(rand(@{ $MAP }));
my $ply = int(rand(@{ $MAP->[0] }));
if (
_castle_ok_to_place (
$plx,
$ply,
$cur_distance
)
) {
surround(
$plx,
$ply,
'C');
$MAP->[$plx]->[$ply] = $x;
$y = 200; # will exit us from the loop here.
$done = 1;
}
++$y;
}
$cur_distance -= $NUMBERS->{players}->{decrement_unit};
}
++$x;
}
}
sub _get_min_max_sizes {
my ($terrain) = shift;
my $total_squares = $PARAMS->{width} * $PARAMS->{height};
my $total_terrain_size = $total_squares * ($NUMBERS->{terrain}->{$terrain}->{percent} / 100);
my $counts = int(rand(5)) + 3;
my $avg_size = $total_terrain_size / $counts;
return ($counts,$avg_size);
}
sub _town_ok_to_place {
my ($x,$y,$type,$search_dist) = @_;
# searches circular until it finds a matching terrain type.
# returns undef if it can't find one. Note, this routine
# is a bit of a hog.
# simple check, are we on top of one?
if ($MAP->[$x]->[$y] eq $type) {
return undef;
}
my @dirs = (0,1,2,3,4,5,6,7);
foreach my $dir (@dirs) {
my $cnt = 1;
my $bx = $x;
my $by = $y;
while ($cnt <= $search_dist) {
($bx,$by) = _move_direction($bx,$by,$dir);
if (defined($bx) && defined($by)) {
if ($MAP->[$bx]->[$by] eq $type) {
return undef;
}
}
else {
$cnt = $search_dist; # this will get us out of the loop safely.
}
++$cnt;
}
}
return 1;
}
sub _castle_ok_to_place {
my ($x,$y,$search_dist) = @_;
# searches circular until it finds a matching terrain type.
# returns undef if it can't find one. Note, this routine
# is a bit of a hog.
# simple check, are we on top of one?
if ($MAP->[$x]->[$y] =~ /^\d+$/) {
return undef;
}
my @dirs = (0,1,2,3,4,5,6,7);
foreach my $dir (@dirs) {
my $cnt = 1;
my $bx = $x;
my $by = $y;
while ($cnt <= $search_dist) {
($bx,$by) = _move_direction($bx,$by,$dir);
if (defined($bx) && defined($by)) {
if ($MAP->[$bx]->[$by] =~ /^\d+$/) {
return undef;
}
}
else {
$cnt = $search_dist; # this will get us out of the loop safely.
}
++$cnt;
}
}
return 1;
}
sub surround {
my ($x,$y,$type) = @_;
my @dirs = (0,1,2,3,4,5,6,7,8);
foreach my $dir (@dirs) {
my ($bx,$by) = _move_direction($x,$y,$dir);
if (defined($bx) && defined($by)) {
$MAP->[$bx]->[$by] = $type;
}
}
}
#
# place an object
# with a general round shape.
# This includes forests, mountains,
# ect. This works by choosing a center point
# and then expanding around it in an almost circular
# pattern.
#
# Takes 4 params:
# starting X, starting Y, size (hexes), type (f,m,ect)
#
sub place_round {
my ($x,$y,$size,$type) = @_;
my $count = 1;
my $cust = 0;
while ($count <= $size) {
if ($cust == 8) {
$cust = 0;
}
if (int(rand(6))) {
$cust = int(rand(8));
}
my %result = _get_next_map_square(x => $x, y => $y, dir => $cust);
if (defined($result{x}) && defined($result{y})) {
$MAP->[$result{x}]->[$result{y}] = $type;
($x,$y) = ($result{x},$result{y});
}
else {
}
++$count;
++$cust;
}
return 1;
}
# dummy sub for now
sub _is_placeable {
return 1;
}
# this routine checks each square on the map,
# and "levels" it. an individual grassland,
# surrounded totally by mountains, will become a mountain.
# any terrain feature with less than 2 of it's own type
# near it, becomes the predominant feature of the terrain
# nearby.
# It's sorta an ugly fix to some of the randomness issues,
# but thus far has seemed to work out ok.
sub level_terrain {
my $height = @{ $MAP };
my $width = @{ $MAP->[0] };
$height--;
$width--;
my $x = 0;
while ($x <= $height) {
my $y = 0;
while ($y <= $height) {
_level_terrain($x,$y);
++$y;
}
++$x;
}
}
sub _level_terrain {
my ($x,$y) = @_;
my @dirs = (0,1,2,3,4,5,6,7);
my %counts = ();
foreach my $dir (@dirs) {
my ($nx,$ny) = _move_direction($x,$y,$dir);
if (defined($nx) && defined($ny)) {
$counts{$MAP->[$nx]->[$ny]}++;
}
}
unless (defined($counts{$MAP->[$x]->[$y]}) && $counts{$MAP->[$x]->[$y]} > 1) {
my @types = sort { $counts{$b} <=> $counts{$a} } keys %counts;
$MAP->[$x]->[$y] = $types[0];
}
}
sub _move_direction {
my ($x,$y,$dir) = @_;
if ($dir == 0 && ($x - 1) >= 0 && ($y - 1) >= 0) {
--$x;
--$y;
}
# move north if possible.
elsif ($dir == 1 && ($x - 1) >= 0) {
--$x;
}
# move north-east if possible.
elsif ($dir == 2 && ($x - 1) >= 0 && ($y + 1) < @{ $MAP->[0] }) {
++$y;
--$x;
}
# move east if possible
elsif ($dir == 3 && ($y + 1) < @{ $MAP->[0] }) {
++$y;
}
# move south-east if possible.
elsif ($dir == 4 && ($y + 1) < @{ $MAP->[0] } && ($x + 1) < @{ $MAP }) {
++$y;
++$x;
}
# move south if possible
elsif ($dir == 5 && ($x + 1) < @{ $MAP }) {
++$x;
}
# move south-west if possible
elsif ($dir == 6 && ($y - 1) >= 0 && ($x + 1) < @{ $MAP }) {
--$y;
++$x;
}
# move west if possible
elsif ($dir == 7 && ($y - 1) >= 0) {
--$y;
}
else {
return (undef,undef);
}
return ($x,$y);
}
sub _get_next_map_square {
my %args = @_;
unless (defined($args{dir})) {
$args{dir} = int(rand(8));
}
my @try_dirs = keys %{ $DIRMAP->{$args{dir}} };
# shuffle them
@try_dirs = shuffle(@try_dirs);
my $x = $args{x};
my $y = $args{y};
debug("FINDING NEXT SQUARE FOR: $x $y\n");
foreach my $dir (@try_dirs) {
my ($bx,$by) = _move_direction($x,$y,$dir);
if (_is_placeable($bx,$by)) {
return ( x => $bx, y => $by );
}
}
return (x => undef, y => undef);
}
sub debug {
#warn @_;
}
#
# Fills any remaining unused map spaces
# with a standard type
#
sub fill_map {
my $x = 0;
while ($x <= $PARAMS->{height} - 1) {
my $y = 0;
while ($y <= $PARAMS->{width} - 1) {
if ($MAP->[$x]->[$y] eq '@') {
$MAP->[$x]->[$y] = $PARAMS->{base_type};
}
++$y;
}
++$x;
}
}
#
# Prints the current map.
#
sub print_map {
my $x = 0;
while ($x <= $PARAMS->{height} - 1) {
my $y = 0;
while ($y <= $PARAMS->{width} - 1) {
print $MAP->[$x]->[$y];
++$y;
}
++$x;
print "\n";
}
}
#
# Generates the base map grids.
# This essentially fills out all the $MAP->[x]->[y] values
# with dummy characters.
#
sub generate_base_map {
my $x = 0;
while ($x <= $PARAMS->{height} - 1) {
my $y = 0;
$MAP->[$x] = [];
while ($y <= $PARAMS->{width} - 1) {
$MAP->[$x]->[$y] = '@';
++$y;
}
++$x;
}
}